Notes:
- Does not reproduce on Oculus, only on HTC Vive
- Does not reproduce in Multi-Pass
- Single-Pass Instanced reproduces the problem fully, Single-Pass normal reproduced the problem to an extent on both eyes
- Moving the light closer to the camera makes the light render, but not fully

I'm surprised this doesn't have more votes and/or higher priority as the feature is seemingly a big performance gain for VR, but unusable until this issue is addressed. Hoping for a quick resolution.

swirvithan

Oct 26, 2017 19:34

Just discovered this does happen on Oculus in both 2017.2.0f3 in single pass instanced, AND even in 2017.1.1f1 in normal single pass stereo to a much lesser degree.

You have to be pretty far away from the realtime light to see it through. The light should be tiny in your view (light range should be small as well), and you'll see a simliar scissor rect culling line in one eye.

It looks like all that's needed to fix this is removing the scissor rect in the raster state from the forward additive pass in VR. Not sure how big of an optimization it is/why it's needed though.